Oblivion
Type:Mental
Masquerade threat:Medium to High
Resonance:"Empty"
Overview
Oblivion is a power rarely used by those outside of the Hecata and Lasombra. The power itself extends into two different styles, one focusing on the more ceremonial and necromancy side as seen with the Hecata and the other reaching into the darkness to utilize shadows as seen with the Lasombra. The power itself originates from a plane of death and nothingness, letting its users reach into it and touch something more supernatural than not.[1]
Similar to Blood Sorcery, the possession of Oblivion gives access to Oblivion Ceremonies. Ceremonies all require pre-requisite powers from the Oblivion branch which alters it from Blood Sorcery. Still, ghouls of Necromancers or Thin-bloods gaining temporary access through Resonance do not have access to Ceremonies and only to Oblivion powers. At creation a character may take 1 Oblivion Ceremony should they have at least one dot of Oblivion and the pre-requisite power. Characters can later obtain more Ceremonies at the cost of experience and time. Ceremonies generally take at least the square rating in weeks to learn as well as a teacher who already knows the Ceremony. [2]
Oblivion projects a two-dimensional shadow against the three-dimensional world in which we live, making most attacks against them futile as bullets ricochet off the surface rather than the shadow itself. These projections and spirits take damage from bright, direct lights and may be damaged by blessed weapons depending on various factors. A well-lit room is a danger to any shadow wielder looking to rely solely on the Discipline as rooms without shadows are limiting. When Oblivion is used, if a 1 or a 10 is a result of the Rouse Check the user takes one stain in addition to any Hunger gained, and in cases where their Blood Potency allows for a reroll, they can pick either of the two results. [1]
For the Lasombra Oblivion is a power wielded in a way to allow them to manipulate the darkness, controlling the shadows at their will either as a weapon or a tool. It has its uses as a method to attack a target with tendrils as seen with Arms of Ahriman, as well as to bolster their intimidation techniques as they emerge from the shadows with Shadow Cloak. The uses even extend into changing their form with Tenebrous Avatar or stepping out from where they were not once standing with Shadow Step.[3] As for the Hecata, the power takes a different path towards the undead and Necromancy. With the ability to locate and speak to the dead as seen with Binding Fetter and Oblivion Sight, or by manipulating and controlling the energies of death itself as displayed with Aura of Decay. Through these uses, the Hecata may set a spirit to attack their targets or rot everything around them in a show of power or simply to horrify meddling mortals. [4]
List of available powers
Level 1
Name | Effect | Cost | Prerequisite | Amalgam | Duration | Dice pool | Opposing pool | Additional Notes | Source |
---|---|---|---|---|---|---|---|---|---|
Ashes to Ashes | Destroy a corpse by dissolving it. | One Rouse Check | None | No | Variable | Stamina +
Oblivion |
Stamina +
Medicine/Fortitude |
If the body is not animated it will dissolve throughout three turns with no test needed. | ![]() ![]()
|
Binding Fetter | Allow users to be able to identify a fetter by use of their senses. | Free | None | No | One scene | N/A | N/A | During its use the user receives a -2 penalty to all Awareness, Wits, and Resolve rolls. | ![]() ![]()
|
Oblivion Sight | See in darkness clearly and see ghosts present. | Free | None | No | One scene | N/A | N/A | This does not give the ability to make physical contact with ghosts. | ![]() ![]()
|
Shadow Cloak | +2 bonus to stealth rolls and intimidation against mortals. | Free | None | No | Passive | N/A | N/A | N/A | ![]() ![]()
|
Level 2
Name | Effect | Cost | Prerequisite | Amalgam | Duration | Dice pool | Opposing pool | Additional Notes | Source |
---|---|---|---|---|---|---|---|---|---|
Arms of Ahriman | Conjures shadow appendages that the user can control but the user is unable to do anything else. | One Rouse Check | None | Potence ●● | One scene or until ended or destroyed | Wits +
Oblivion |
N/A | The shadow can be extended up to twice the user's Oblivion rating in yards/meters. | ![]() ![]()
|
Fatal Precognition | Vision of a non-vampires death. | One Rouse Check | None | Auspex ●● | Until fulfilled, avoided or the story ends | Resolve +
Oblivion |
N/A | The vampire must be able to see or hear the target during the power's use. | ![]() ![]()
|
Shadow Cast | Conjure shadows from the user's body. | One Rouse Check | None | No | One scene | N/A | N/A | The shadow can be extended up to twice the user's Oblivion rating in yards/meters. Those standing in the shadow take more Willpower damage from social conflict | ![]() ![]()
|
Where the Shroud Thins | Determine the density of the Shroud in their area. | One Rouse Check | None | No | One scene | Wits +
Oblivion |
N/A | The book lists a chart stating the possible different densities and causes, as well as their effects. | ![]() ![]()
|
Level 3
Name | Effect | Cost | Prerequisite | Amalgam | Duration | Dice pool | Opposing pool | Additional Notes | Source |
---|---|---|---|---|---|---|---|---|---|
Aura of Decay | Harnessing their connection to Oblivion can make plants wilt, animals and humans sick, and food spoil. | One Rouse Check | None | No | One scene | Stamina +
Oblivion |
Stamina +
Medicine/Fortitude |
Repeated use of this power within the same scene does not affect Mortals already damaged by it. | ![]() ![]()
|
Passion Feast | Allows a vampire to slake Hunger on the passion of wraiths. | Free | None | Fortitude ●● | Passive | Resolve +
Oblivion |
Resolve +
Composure |
Feeding from wraiths may merit a Stain at the Storytellers discretion. | ![]() ![]()
|
Shadow Perspective | Projects their senses into a shadow within line of sight. | One Rouse Check | None | No | Up to one scene | N/A | N/A | The use of this power is undetectable in the shadow other than by supernatural means such as Sense the Unseen. | ![]() ![]()
|
Touch of Oblivion | Wither's a body part on touch. | One Rouse Check | None | No | One turn | N/A | N/A | If the victim is attempting to avoid the vampire it may require a contested Strength + Brawl roll. | ![]() ![]()
|
Level 4
Name | Effect | Cost | Prerequisite | Amalgam | Duration | Dice pool | Opposing pool | Additional Notes | Source |
---|---|---|---|---|---|---|---|---|---|
Necrotic Plague | Manifest illness in victims. | One Rouse Check, Two Stains | None | No | One turn to activate, variable length of the condition | Intelligence +
Oblivion |
Stamina +
Medicine/Fortitude |
This illness cannot be treated in a medical setting as it's supernaturally inflicted, instead only healed by drinking vitae. | ![]() ![]()
|
Stygian Shroud | Darkness spews out of a nearby shadow and covers the area. | One Rouse Check | None | No | One scene | N/A | N/A | The shadow can be extended up to twice the user's Oblivion rating in yards/meters. | ![]() ![]()
|
Umbrous Clutch | Using the victim's shadow they create a portal, dropping them into the user's arms. | One Rouse Check, One Stain | None | No | Instant | Wits +
Oblivion |
Dexterity +
Wits |
An unprepared mortal will be terrified while a vampire must test for fury or fear Frenzy test at a Difficulty 4. | ![]() ![]()
|
Level 5
Name | Effect | Cost | Prerequisite | Amalgam | Duration | Dice pool | Opposing pool | Additional Notes | Source |
---|---|---|---|---|---|---|---|---|---|
Shadow Step | The user can step into one shadow and appear in another within their sight. | One Rouse Check | None | No | One turn | N/A | N/A | A willing person may be taken through the Shadow Step but should the user stain, so does the passenger. | ![]() ![]()
|
Skuld Fulfilled | Reintroduce illnesses someone has recovered from. | Two Rouse Checks | None | No | Variable, depending on if the condition is treatable | Stamina +
Oblivion |
Stamina +
Medicine/Fortitude |
If the victim is a ghoul their immunity to aging is removed and eliminates any vitae in their system. | ![]() ![]()
|
Tenebrous Avatar | Changes their body into a shadow able to move over any surface or through small spaces. | Two Rouse Checks | None | No | One scene or until ended | N/A | N/A | The user takes no damage except sunlight and fire while in this form. | ![]() ![]()
|
Withering Spirit | Erode a victim's spirit till they are a husk. | Two Rouse Checks, Stains | None | No | One turn | Resolve +
Oblivion |
Resolve +
Occult/Fortitude |
If the target is Impaired, they will not return as a wraith. | ![]() ![]()
|
Example usage in products
Example usage in actual plays
Gallery
Beginner's guide | Vampire: The Masquerade • Considerate play • Official TTRPG sources |
Character creation | Merits and Flaws • Coterie Backgrounds and Merits • Loresheets • Predator types • Mortals and ghouls |
Quick references | Hunger system • Resonance • Humanity • Index |
Clans | Banu Haqim • Brujah • Gangrel • Caitiff • Hecata • Lasombra • Malkavian • The Ministry • Nosferatu • Ravnos • Salubri • Toreador • Tremere • Tzimisce • Ventrue • Thin-blood |
Factions | Camarilla • Anarch • Cults |
Antagonists | Second Inquisition • Sabbat |
References
- ↑ 1.0 1.1 Vampire: The Masquerade Chicago by Night, page 292-293 and Vampire: The Masquerade Cults of the Blood Gods, page 203-204
- ↑ Vampire: The Masquerade Cults of the Blood Gods, page 208
- ↑ Vampire: The Masquerade Chicago by Night, page 291
- ↑ Vampire: The Masquerade Cults of the Blood Gods, page 202